Turn 167
Ichabod settled a new city. I'm not so sure that we've been paid to carry on the war by Scooter and Ichabod, more to not fold like certain other neighbours of Mack did.

Mack started teching Astronomy (I presume).

Here you can see Ur's new borders and the peak that gives Mack far better vision, our axe who killed a longbow and will presumably get killed by something in turn next turn, and the naval battleground. Mack hasn't got his galley any more, which makes me happy, but I wonder what units he has in his coastal cities...

Only one longbow in Eridu. We have three knights who can sit on the corn (1n of the peak) this turn and force him to bring more materiel into the city... I just wish I could see what was on the plains farm SE of the city. I'm not going to risk losing the knights, because I think this is the sort of trap Mack is likely to set to kill some of our units. (Coward!) We can get sight of the tile with a sentry chariot next turn to check my suspicions. It would be nice to replant Peterloo here and road the tile SW of the city, then send knights straight into the city, but Mack has sight of the tile that we'd have to stage our knights on (NE of the city ruins). So I don't see how we can do it.

Okay, how about this for an alternate plan to take the fight to Mack. We build the settler in Konig, then on t169 we send four workers down here to build roads, we settle this site and we bomb the city. This allows our units to walk up to the doors of Get This and if we can immediately get enough muskets and pikes into the new city it will have 60% cultural defense and forms a new bulwark against Mack in an area that he hasn't had culture for very long. What could possibly go wrong?

Demos and power
Ichabod settled a new city. I'm not so sure that we've been paid to carry on the war by Scooter and Ichabod, more to not fold like certain other neighbours of Mack did.

Mack started teching Astronomy (I presume).

Here you can see Ur's new borders and the peak that gives Mack far better vision, our axe who killed a longbow and will presumably get killed by something in turn next turn, and the naval battleground. Mack hasn't got his galley any more, which makes me happy, but I wonder what units he has in his coastal cities...

Only one longbow in Eridu. We have three knights who can sit on the corn (1n of the peak) this turn and force him to bring more materiel into the city... I just wish I could see what was on the plains farm SE of the city. I'm not going to risk losing the knights, because I think this is the sort of trap Mack is likely to set to kill some of our units. (Coward!) We can get sight of the tile with a sentry chariot next turn to check my suspicions. It would be nice to replant Peterloo here and road the tile SW of the city, then send knights straight into the city, but Mack has sight of the tile that we'd have to stage our knights on (NE of the city ruins). So I don't see how we can do it.


Okay, how about this for an alternate plan to take the fight to Mack. We build the settler in Konig, then on t169 we send four workers down here to build roads, we settle this site and we bomb the city. This allows our units to walk up to the doors of Get This and if we can immediately get enough muskets and pikes into the new city it will have 60% cultural defense and forms a new bulwark against Mack in an area that he hasn't had culture for very long. What could possibly go wrong?

Demos and power
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld